Table of Contents; Foreword; Preface; Audience; Assumptions This Book Makes; Contents of This Book; Conventions Used in This Book; Using Code Examples; We'd Like to Hear from You; Safari℗ʼ Books Online; Acknowledgments; Chapter 1. AIR; Installing the Adobe Development Tools; Flash Professional CS5.5; Flash Builder 4.5; Installing the AIR Runtime on an Android Device; What Is in the AIR SDK; New ActionScript Libraries; Functionalities Not Yet Supported; AIR on the Desktop Versus AIR on Android; Mobile Flash Player 10.1 Versus AIR 2.6 on Android; Chapter 2. Call Me, Text Me
Setting Up Your DeviceCreating a Project; Using Flash Professional; Using Flash Builder; Creating the Application Descriptor; Using Flash Professional; Using Flash Builder; Writing the Code; Using Flash Professional; Using Flash Builder; Packaging Your Application As an APK File and Installing It on the Device; Using Flash Professional; Using Flash Builder; Testing and Debugging; Using Flash Professional; Using Flash Builder; Mobile Utility Applications; Launchpad; Device Central CS5; Package Assistant Pro; De MonsterDebugger; Installing AIR on an Android Device via a Server; Other Tools
ConclusionChapter 3. Android; Android Software Development Kit; Installing the Android SDK; Installing the Android Debug Bridge; Detecting Your Device; Using the Dalvik Debug Monitor; Using the logcat Command; Accessing the device's filesystem; Using the Virtual Device Manager and Emulator; How Does AIR Run on Android?; Starting AIR with intent; AIR Access to Android APIs; Using the Command-Line Tool; A Basic Review; The PATH environment variable; Conclusion; Chapter 4. Permissions, Certificates, and Installation; Why Mobile?; The APK File; Creating the Application Icon
Choosing the Application SettingsSetting Permissions; Packaging External Resources; Signing Your Application with a Certificate; Versioning; Registering As an Android Developer; Publishing an Application on the Android Market; Uploading Assets; Listing Details; Publishing Options; Distributing Applications via Adobe InMarket; Publishing for the Amazon Market; Controlling Distribution by Using the MAC Address; Launching an AIR Application; Monetizing Your Application; Paid Applications; Mobile Ads; Reporting; Conclusion
Chapter 5. Evaluating Device Capabilities and Handling Multiple DevicesHardware; The Processor; Memory and Storage; The Camera; Sensors; The Battery; The Display; Software; Performance; Capabilities; Orientation; Creating Content for Multiple Screens; Asset Scaling and Positioning; Dynamic positioning; Vector Graphics or Bitmaps?; Using vector graphics; Using bitmaps; Developing a Deployment Strategy; Considering Connectivity; Conclusion; Chapter 6. Opening and Closing an Application and Saving Data; The AIR Application; Opening the Application; Closing the Application
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